Roleplaying

Using “Yes, and…” in Tabletop Roleplaying

The best part of running a roleplaying campaign is using the crazy ideas your players think up. The hardest part of running a roleplaying campaign is using the crazy ideas your players think up. These crazy ideas may not always be great, but you’re supposed … read more »

Four Steps for Making Campaigns Into Written Stories

Good roleplaying campaigns get the creative juices flowing for both GMs and players. So it’s no surprise that many people want to make written stories out of their best moments of tabletop. But roleplaying and writing are mediums with very important differences. If you’re looking … read more »

Save Prep Time by Reusing Monsters and Villains

As a game master, you want to regularly introduce new enemies into the adventure. When players know that they’ve faced (and defeated) a particular monster before, you run the risk of your game feeling more like level grinding than the epic saga you planned. But … read more »

Five Tips for Running a Mystery Game

Mystery is one of the most common types of roleplaying game sessions, especially for games that have moved out of the dungeon. They provide both a direction and objective for players: solve the mystery! Mysteries come preloaded with suspense and the subversion of expectations, plus … read more »

16 – Running Post-Apocalyptic Campaigns

The Mythcreant Podcast

Oren, Mike, and Chris discuss how to do post-apocalyptic roleplaying games, how not to do them, and how really not to do them. They talk about cultural influences on post-apocalyptic settings, player expectations, and how game masters should prepare for running this kind of campaign. Read more »

Three Tips for Getting Into Character

There are few things that make roleplaying games more enjoyable than playing a part. Even if the GM is railroading you through the Oregon Trail, fun character interactions can save the day. Unfortunately, getting into character can be an elusive target. If you have lots of … read more »

Three Tips for Running a Traveling Campaign

I’ve spoken before about how to go about running a game where the PCs never stray too far from home, and now it’s time to talk about the exact opposite. This is the sort of game where the PCs bounce all over the map, perhaps … read more »

Balancing Character Agency

In the reflection of a black man's sunglasses, a man reaches for the red pill in one hand instead of the blue pill in the other.

It’s pointless to debate whether plot or characters are more important. They are both essential, and they work together to create the story. Unfortunately, they don’t always work well together. More than a few storytellers have planned their plot to the end, only realizing once … read more »

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